This mod fixes what Ubisoft left unfixed. Dylan's Realism Mod changes Far Cry 2 from an Africa-based sedan and pickup truck simulator into a (semi accurate) African conflict simulator. Realistic weapon damage, recoil, realistic ammo loads and weapon reliability have been added, along with a more effective stealth suit, and revamped AI weapons. (No more SPAS12s and AR15s for militiamen). Checkpoint AI has been tweaked as well. Checkpoint guards now have a 60% chance to chase you after passing through, as opposed to 90%-100% in vanilla. Militiamen also communicate more frequently in combat, and use suppressing fire more often. However, you are now as vulnerable as the AI. A single burst of rifle fire can kill you, so you are probably going to need that extra ammo and stealth suit.

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Version 1.3\\\\\\\\\\\\\\\\\\\\
I changed the AI weapon probability to give the militiamen more Africa-like weapons like the AK47 and FAL Para, and remove the harder-to-get (for an African warlord) weapons,
like the AR16 and SPAS12. I also edited the companion probability to give them some better weapons as well. (More rifles, less shotguns). The enemy AI are now less likely to chase you with vehicles.
Regular distance chase AI has been decreased, while long distance (ex. blowing through a checkpoint) probability has been
decreased from around 80-100% to 60% at the maximum level. The AI are also more likely to shoot at "interesting" objects, like your past location, explosions, etc.
They also communicate more often when in combat.

I also decreased the players durability on all difficulties, in order to keep some sense of difficulty, since enemies drop like flies now.

Most weapons also have more recoil, in the form of a longer "rezeroing" time. Weapons won't exactly jump up as much, but your player will have to wait a while before his sights come back down.
Short bursts mean a lot more when firing 15 rounds leaves you unable to get your weapon back down on target in time due to decreased mouse sensitivity that increases as you fire more rounds on full auto.

Decreased weapon manual reliability bonus from 200% to 100% so that weapons still go kaboom, but not after 30 rounds.

What I think would work here is some documentation on how each of the tweaks were done (you don't have to go into too much detail). This might open Far Cry 2 modding just a bit and allow folks to audit the tweaks that they're looking for.

I'm peeking through your mod (non-Steam version; I have the GOG downloaded version), and comparing it to the default patch.dat/.fat. I'm just wondering how you handled all of the unknowns. Are they encrypted assets? Are they just empty files? Did you repack them into the archive?

Extra challenge. This game reminds me of System Shock 2, in a good way. Weapons breaking all over the place, desperation... I want to make a 'scavenger' mod. Besides, if you listen to the tapes, these are guns that have been shipped by the thousands from war to war. They should be dirty and busted. You should have to deal with crap weapons. Kids these days with their easy button games and their ooh rah characters supplied with state of the art equipment... argle bargle...

I can believe that with the FN FAL or the AK-47 or the Dragunov/Springfield, but with the "AR-16" and SPAS-12? Nope, not buying that one bit. Those weapons were brought in by the CIA and Mercenaries, who actually know how to break down a weapon and clean it.

I increased the reliability, because the weapons you get from the arms dealers are new, shiny, and oiled, and they shouldn't turn to a brick of rust in a day. The weapons that the militia carries are still rusty and dirty though, and they still explode, just not as fast.

I just played like 20 minutes of it, everyone ******* drops so quick, 2 bullets of Makarov and an enemy is dead.....???? Now I would be kinda cool with this but the AI has to be harder, hell i dont even know if I'm truly on Infamous, from what I just went through, it would have been insanely hard to do it on vanilla cause of how many bullets they could take in, which is about 5 bursts of AK, and now its half way through the burst they're dead. The damage done to me is still the same, i ******* hope I'm experiencing a bug